[Squad] Electric Shamans

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Para
Posts: 3
Joined: Sat Mar 18, 2023 1:12 am

[Squad] Electric Shamans

Postby Para » Tue Mar 28, 2023 5:00 am

"Linked to an innovative biomechanical energy source, these Mechs have been hailed as the first step toward a fighting force not reliant on the Grid."
The Electric Shamans are a new squad built around the gameplan of repeatedly healing a Cyborg mech and spending that health on powerful attacks. Get them at https://github.com/ThomasIR/Electric-Shamans-ItB-Mod-

CONTENTS

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Harvest Mech
Draining Scythe: Deal 1 damage and push an adjacent target, healing all Mechs for 1 HP on kill.
- 2 cores: Increases damage by 1.
- 2 cores: Increases damage by 1.

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Balance Mech
Radiant Beam: Fire in a line up to 3 tiles away, dealing 1 damage to enemies, healing allies for 1 HP, and pushing the furthest affected unit.
- 1 core: This attack can now be fired any distance.
- 3 cores: Increases damage and healing by 1.

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Living Battery
Overcharger: Deal 2 self-damage to allow another Mech to move and attack again.
- 2 cores: Boosts the target, increasing its next attack damage.
Storm Seeder: Deal 3 self-damage to strike a single tile anywhere on the map, dealing 1 damage to the target and pushing adjacent tiles.
- 2 cores: Increases damage by 1.
- 3 cores: Mech can act again after making this attack for the first time each turn.

Special thanks to Tatu and Metalocif, whose mods were invaluable in letting me figure out how to make three of the four weapons work properly.